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Everything posted by tom3kb
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Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I checked your conditions etc, and this script pack for Taskhints that you use, and all look good. Sorry but now i dont know whats wrong :(. Maybe later i find something. Maybe you dont ned that rv=true and rv trigger i dont know really. -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
tom3kb replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
@Wiki I checked this mission Mission _05michigan in editor for that, there is game logic with (FiredNear EventHandler), this EventHandler with few scripts make civilians to escape from town after gun shot. bi wiki: http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers and http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#FiredNear -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You dont have to use words obj1=true or obj2=true in on act window. You can use whatever word you likie for all tasks: cat=true, frog=true that is not importent, You only must remember to use correct words if you use them leter in triggers (cat && frog etc). Ps: can you write code from your conditions from both triggers (task6 and 7), maybe there uis something wrong? -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats way its better to use for that obj1=true, obj2=true for that in task1, task2 etc its all clear and you should not make any mistakes when you use names like this :) -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Becose that destroy should be in if i remember task6 but in on act: in condition: not alive cache on act: destroy=true -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Let say we have 2 task in 1st you have to kill officer1, in 2nd task you have kill officer2 but this task will be accomplished only wen you first kill officer 1 (lets say he have info about officer2). In trigger1 you write: not alive officer1 and in trigger for task2 you write: not (alive officer1) and not (alive officer2). Now if you first kill officer1 and later officer2 you will first accomplish task1 and later task2. But if you shot first officer2 task2 will not be accomplished becose in trigger you have to kill also officer1 to accomplis task2. Maybe not the best example for mission tasks but you should now have idea how to make something what you want. -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes i know its work and it will trigger next task but here you have mission with obj1 && obj2 in end trigger working version. Ps: mission on desert island for arma 2 CO v1.60 -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, no,no you dont have to name task obj1 etc. You must in Trigger for task1 in on act write For example: obj1=true; tskobj1 setTaskState "SUCCEEDED". In few minutes i give you simple mission for test. -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
About that obj1 && obj2 etc not working. do you write in trigger for task 1 in on act only obj1, becose it should be 0bj1=true, in trigger for task 2 in on activation window obj2=true etc. And now in end trigger in winow CONDITION, not in on activation you write: obj1 && obj2 etc. Now that method with obj1 && will work. I just checked in editor with simple mission and all was working great. -
Task completes only if other task complete
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Add to condition in task 7 all what you have in trigger for task 6. In this case task seven will be accomplished only if task 6 is accomplished. For example if in task 6 you have to kill enemy officer (in trigger for task 6 you write: not (alive officer1), officer1 is name of unit in editor that you must kill. So now your condition for task7: {_x in thisList} count units alpha > 0 and {_x in thisList} count units bravo > 0 and not (alive officer1) Or if you use in all task obj1, obj2 etc (in triggers on act. window) also should work: {_x in thisList} count units alpha > 0 and {_x in thisList} count units bravo > && obj6 -
trojan horse type mission question
tom3kb replied to mons00n's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe this: http://community.bistudio.com/wiki/setCaptive Setcaptive true and enemy will not shoot to your unit, in some part o mission change to false and now all enemy forces will hunt you like always :0 -
About problem with roadblock. Wenn you use charges did you destroy maybe some vehicles or kill some soldiers from your faction. If yes after you do this you get many -points to your addratting and then soldiers from your faction will attack you. What was on roadblock maybe empty vehicles from your faction, you will have the same situation then.
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@petere10 Welcome to forum :) In short words: 1. download archive and unpack it with winrar, 7zip etc. 2 in your arma 2 folder create new folder with name for example: @CRD. 3. Put folders from unpacked archive (addons-with all *pbo files in it, and campaigns-with campaign file) in to @CRD. 4. create a shortcut to your arma 2 CO on desktop and click with Rmb, choose properties and in the target box add -mod=@CRD (remember to put "spacer" before -mod=@CRD) 5. Run the game with new shortcut, go to campaign and choose new campaign.
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Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem :), i hope i helped a little bit. And yes, probably that time delay in triggers is the best solution. You must only choose right delay values and all should be ok with your mission. -
Renaming group from 1-1-A to something else
tom3kb replied to odyseus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/setGroupId http://www.armaholic.com/forums.php?m=posts&q=4289 -
Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, i understand what you want. I made a test mission for you with 7 tasks. With 2 endings (1st ending -1st or 2nd hostage is in evac zone and all other task are accomplished, you have accomplished 1 more task if two hostages are rescued, 2nd ending -only one hostage is in evac zone, 2nd is dead and all other task are finished. 1 failed mission ending (if both hostages are dead). I did not know how to bypass a one problem if i use 2 ending triggers with conditions: 1st - pow1 distance evac <50 or pow2 distance evac <50 (ending2) and 2nd - pow1 distance evac <50 and pow2 distance evac <50 (ending1). First i have ending2 but if 2nd hostage come close to evac i have atomatically 1nd ending, i try few conditions if pow1 distance evac <50 and (pow2 distance evac >50) etc. But this will work only wenn 2nd hostage is far from evac zone and he dont have time to move to evac zone before ending2 is finnished. So i choose ending2, mission will end wenn 1 of hostages is close to evac zone but if there are two of them one more task is accomplished and second ending when one of hostages is in evac zone and other is dead. You can check my test mission if you want (its not exactly what you want in your mission but its better then nothing) maybe you will think something else to baypass that one problem. Mission link in Spoiler you need Arma 2 CO v1.60 (A2 v1.11 and OA v1.60 no others addons needed): -
Thanks for new update, you are like machine Sander :) so many mission packs with so many great missions.
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Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, you can do like you write (if rescue hostages is task 4, write obj4=true-in activation in 4task trigger. In ending trigger in condition window you write: obj1 && obj2 && obj3 && obj4 Or you can in end trigger in condition write conditions from all task you have. For example: pow1 distance evac<50 or pow2 distance <50 and (not (alive w1) and not (alive w2) and not (alive w3)) w1,w2,w3-units that must be killed in tasks 1,2,3. -
Trigger condition when player access inventory of a car
tom3kb replied to nettrucker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi nettrucker, maybe not 100% what you need but maybe you put in car inventory a specific weapan that player must take in mission and then you use HasWeapon commend (check bi wiki). Trigger will be activated after player take weapon from car inventory. So far i cant think nothing better then this :) -
Rejenorst's Missions [SP/MP/COOP]
tom3kb replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the Jetset mission, I realy like your Hellfire mission so i try this one for sure. -
Problem with !alive X on trigger
tom3kb replied to shambler's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, not canmove is the best command for vehicles in this kind of mission, i always use this one, not the not alive in case i have to destroy vehicle. Ps: if you use not alive its good to give player a tip in briefing that vehicles must be destroyed in 100%. I play many missions where i must search and kill so many wrecks before i finish mission, becose missionmaker use "not alive". -
Unsung Vietnam War Mod Version 2.5 Discussion
tom3kb replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
About what Wiki write: You need two things to mark completed missions as completed in mission menu. In your description.ext file you must place this line: doneKeys[]={"MissionName"}; In your trigger/script which ends the mission you need to add code: activateKey "MissionName"; But im sure that guys from Unsung mod know about this :) -
Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To be sure the best way is to use: pow1 distance evac <50 or pow2 distance evac <50 In this case its not importend if unit pow1 or unit pow2 be first in evac zone. In this case mission ends if: one of them will be close to evac zone or if they both be in evac zone. So you have no problem. Even if one of them will be killed during mission, mission will end succes becose 2nd can activate trigger. @up: You can use 10 sec countdown, but if you want to be sure that two hostages must be close to evac zone to activate the trigger just use this: pow1 distance evac <50 and pow2 distance evac <50 -
Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem :) Ps:If you want to end mission if one of two hostages is in evac zone you can make 1 trigger with: pow1 distance evac <50 or pow2 distance evac <50 Or you can create two triggers. In 1st and in 2nd you write: 1st: pow1 distance evac <50 2nd: pow2 distance evac <50 -
Alternate mission endings for one or two AI units
tom3kb replied to clydefrog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
2 hostages, in trigger chose ending1 and in condition: pow1 distance evac <50 and pow2 distance evac <50 1 hostage, chose ending2 in 2nd trigger and in condition: pow1 distance evac <50 pow1,2-hostages evac-object on map where hostages must go to end mission, for example invisible airfield, car, unit etc. In debriefing.html you make to sections for end1 and 2. ---------- Post added at 04:35 PM ---------- Previous post was at 04:29 PM ---------- Fail condition in trigger, you chose ending3 or fail and in condition in trigger: not (alive pow1) and not (alive pow2) you fail mission when both hostages are dead.